{"title":"解码教育增强现实的研究趋势:主题建模分析","authors":"Hacer Ozyurt, Ozcan Ozyurt","doi":"10.1007/s10639-024-12943-1","DOIUrl":null,"url":null,"abstract":"<p>This study aims to examine the temporal evolution and changes of research interests and trends in the educational augmented reality (AR) literature. To this end, 3718 articles published in the 2003–2022 period and indexed in the Scopus database were analyzed through machine learning-based semantic topic modeling and descriptive analysis. The findings indicate a notable upswing in studies on educational AR, particularly since 2015. The articles were categorized into eleven primary themes through topic modeling analysis. The three most prevalent topics in terms of volume are “Augmented Reality in Education and Cultural Heritage”, “Medical Education and Patient Care”, and “Enhancing Safety and Information in Food Consumption”. Observations across different times reveal that “Augmented Reality in Electrical and Electronic Systems” and “Gesture-Based Instruction and Maintenance” were studied in the initial periods. Since 2015, there has been a notable increase in applications falling under the “Serious Games” category. The least voluminous and slowest-evolving topics are identified as “Serious Games for Children with Autism Spectrum Disorder”, “Augmented Reality in Chemistry and Biology Laboratories”, and “Augmented Reality for Safe and Efficient Driving”. Considering the recent momentum gained by these topics, it is anticipated that they will become popular topics for future studies. This study represents a significant milestone as the first and most comprehensive research using machine learning in its field, not only explaining the current state of the field but also providing valuable information for future research efforts.</p>","PeriodicalId":51494,"journal":{"name":"Education and Information Technologies","volume":null,"pages":null},"PeriodicalIF":4.8000,"publicationDate":"2024-08-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Decoding educational augmented reality research trends: a topic modeling analysis\",\"authors\":\"Hacer Ozyurt, Ozcan Ozyurt\",\"doi\":\"10.1007/s10639-024-12943-1\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p>This study aims to examine the temporal evolution and changes of research interests and trends in the educational augmented reality (AR) literature. To this end, 3718 articles published in the 2003–2022 period and indexed in the Scopus database were analyzed through machine learning-based semantic topic modeling and descriptive analysis. The findings indicate a notable upswing in studies on educational AR, particularly since 2015. The articles were categorized into eleven primary themes through topic modeling analysis. The three most prevalent topics in terms of volume are “Augmented Reality in Education and Cultural Heritage”, “Medical Education and Patient Care”, and “Enhancing Safety and Information in Food Consumption”. Observations across different times reveal that “Augmented Reality in Electrical and Electronic Systems” and “Gesture-Based Instruction and Maintenance” were studied in the initial periods. Since 2015, there has been a notable increase in applications falling under the “Serious Games” category. The least voluminous and slowest-evolving topics are identified as “Serious Games for Children with Autism Spectrum Disorder”, “Augmented Reality in Chemistry and Biology Laboratories”, and “Augmented Reality for Safe and Efficient Driving”. Considering the recent momentum gained by these topics, it is anticipated that they will become popular topics for future studies. This study represents a significant milestone as the first and most comprehensive research using machine learning in its field, not only explaining the current state of the field but also providing valuable information for future research efforts.</p>\",\"PeriodicalId\":51494,\"journal\":{\"name\":\"Education and Information Technologies\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":4.8000,\"publicationDate\":\"2024-08-06\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Education and Information Technologies\",\"FirstCategoryId\":\"95\",\"ListUrlMain\":\"https://doi.org/10.1007/s10639-024-12943-1\",\"RegionNum\":2,\"RegionCategory\":\"教育学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"EDUCATION & EDUCATIONAL RESEARCH\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Education and Information Technologies","FirstCategoryId":"95","ListUrlMain":"https://doi.org/10.1007/s10639-024-12943-1","RegionNum":2,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
Decoding educational augmented reality research trends: a topic modeling analysis
This study aims to examine the temporal evolution and changes of research interests and trends in the educational augmented reality (AR) literature. To this end, 3718 articles published in the 2003–2022 period and indexed in the Scopus database were analyzed through machine learning-based semantic topic modeling and descriptive analysis. The findings indicate a notable upswing in studies on educational AR, particularly since 2015. The articles were categorized into eleven primary themes through topic modeling analysis. The three most prevalent topics in terms of volume are “Augmented Reality in Education and Cultural Heritage”, “Medical Education and Patient Care”, and “Enhancing Safety and Information in Food Consumption”. Observations across different times reveal that “Augmented Reality in Electrical and Electronic Systems” and “Gesture-Based Instruction and Maintenance” were studied in the initial periods. Since 2015, there has been a notable increase in applications falling under the “Serious Games” category. The least voluminous and slowest-evolving topics are identified as “Serious Games for Children with Autism Spectrum Disorder”, “Augmented Reality in Chemistry and Biology Laboratories”, and “Augmented Reality for Safe and Efficient Driving”. Considering the recent momentum gained by these topics, it is anticipated that they will become popular topics for future studies. This study represents a significant milestone as the first and most comprehensive research using machine learning in its field, not only explaining the current state of the field but also providing valuable information for future research efforts.
期刊介绍:
The Journal of Education and Information Technologies (EAIT) is a platform for the range of debates and issues in the field of Computing Education as well as the many uses of information and communication technology (ICT) across many educational subjects and sectors. It probes the use of computing to improve education and learning in a variety of settings, platforms and environments.
The journal aims to provide perspectives at all levels, from the micro level of specific pedagogical approaches in Computing Education and applications or instances of use in classrooms, to macro concerns of national policies and major projects; from pre-school classes to adults in tertiary institutions; from teachers and administrators to researchers and designers; from institutions to online and lifelong learning. The journal is embedded in the research and practice of professionals within the contemporary global context and its breadth and scope encourage debate on fundamental issues at all levels and from different research paradigms and learning theories. The journal does not proselytize on behalf of the technologies (whether they be mobile, desktop, interactive, virtual, games-based or learning management systems) but rather provokes debate on all the complex relationships within and between computing and education, whether they are in informal or formal settings. It probes state of the art technologies in Computing Education and it also considers the design and evaluation of digital educational artefacts. The journal aims to maintain and expand its international standing by careful selection on merit of the papers submitted, thus providing a credible ongoing forum for debate and scholarly discourse. Special Issues are occasionally published to cover particular issues in depth. EAIT invites readers to submit papers that draw inferences, probe theory and create new knowledge that informs practice, policy and scholarship. Readers are also invited to comment and reflect upon the argument and opinions published. EAIT is the official journal of the Technical Committee on Education of the International Federation for Information Processing (IFIP) in partnership with UNESCO.